Abderrahmane Zagora

Farrokh the Strong's page

209 posts. Organized Play character for Mike...R.


Race

Init 6 | Perc +25 | SM +5 | Speed 30 (40 flying) | Spells 1st 4/6, 2nd 2/6, 3rd 2/5, 4th 0/5, 5th 0/3 | Augment 7/7, Perfection of Self 6/8 | Resistance: Neg Energy 10, Cold 10, Acid 10, DR/adamantine & evil | Active Conditions: longarm, haste,

Classes/Levels

shadowform, alc grease, angelic asp, see invis, monster phys, heroism, clay skin (50), mirror img (3), barkskin, shield, m armor, ab barrier (50), OL flight, right of CM, lucky # (19), endure el, delay poison, false life, minor rev x2, life bubble

Gender

Human Transmuting Magaambyan Arcanist 10:
Wizard (Enhancement) 8 / Magaambyan Arcanist 2
| HP 100+16/100 | AC 31 / 13T / 30FF | Fort +15, Reflex +11, Will +14, (+1 vs reptilian humanoids) | CMD 37 / 35 FF |

About Farrokh the Strong

Male human (Keleshite) magaambyan arcanist 2 / transmuter (enhancement) 8
Medium humanoid (human)
Init +6; Senses Perception +23
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Defense
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AC 15, touch 13, flat-footed 14 (+2 armor, +1 deflection, +1 Dex, +1 insight)
hp 100 (10d6+58)
Fort +13, Ref +8, Will +12; +1 vs extraordinary abilities of humanoids with the reptilian subtype
Resist negative energy 10
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Offense
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Speed 30 ft.
Melee cold iron dagger +13 (1d4+10/19-20) or
. . mwk club +14 (1d6+13) or
. . silver dagger +13 (1d4+9/19-20)
Ranged light crossbow +7 (1d8+3/19-20)
Transmuter Spells Prepared (CL 10th; concentration +14)
. . 5th—overland flight, angelic aspect, monstrous physique III
. . 4th—communal protection from energy, shadowform (DC 18) (2), calcific touch, haste
. . 3rd—heart of the metal, heroism, monstrous physique I (21), clay skin
. . 2nd—barkskin, delay poison, mirror image (32), see invisibility
. . 1st—feather fall, liberating command, shield (32), mage armor
. . 0 (at will)—detect magic, mage hand, message, read magic
. . Opposition Schools Evocation, Necromancy
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Statistics
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Str 24, Dex 12, Con 18, Int 18, Wis 12, Cha 7
Base Atk +5; CMB +14; CMD 30
Feats Alertness, Arcane Strike, Defensive Combat Training, False Focus, Power Attack, Scholar, Spell Focus (transmutation), Spell Mastery, Toughness
Traits transmuter of korada, valashmai veteran
Skills Appraise +8, Craft (alchemy) +10 (+19 for Day Job), Diplomacy +4 (+6 vs humanoids with the reptilian subtype), Fly +14, Heal +7, Intimidate -2 (+0 vs humanoids with the goblinoid subtype), Knowledge (arcana) +21, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +21, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8 (+10 regarding Lissala and her cult), Linguistics +8, Perception +23, Sense Motive +3, Spellcraft +17, Survival +5 (+7 to avoid becoming lost)
Languages Ancient Osiriani, Common, Kelish, Osiriani, Polyglot, Tien, Vudrani
SQ arcane bond (Arcane Familiar, greensting scorpion [sage]), augment, aura of good, perfection of self, physical enhancement (+2), superior spell mastery

Equipment:
Combat Gear cold iron crossbow bolts (10), lesser extend metamagic rod, oil of bless weapon (4), oil of unwelcome halo, pearl of power (2nd level), scroll of displacement (2), scroll of gust of wind (4), scroll of lesser restoration (5), scroll of monkey fish, scroll of restoration, scroll of suppress charms and compulsions (5), wand of enlarge person, wand of heightened awareness, wand of infernal healing, wand of long arm, wand of mage armor, wand of protection from evil, wand of shield, alchemical grease (5), alchemist's fire (2), alkali flask, antiplague, antitoxin (2), bladeguard, clear ear (5), healer's kit, holy water (4), meditation tea (4), smelling salts, stillgut (2), twitch tonic (3), vermin repellent, vomit capsules (3).
Other Gear +1 deathless haramaki, cold iron dagger, light crossbow, mwk club, silver dagger, +1 amulet of mighty fists, belt of giant strength +4, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked magenta prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dream journal of the pallid seer, dusty rose prism ioun stone, ioun torch ioun stone, lucky button, ring of protection +1, shifter's headband (+4 int), Sihedron brand (endurance), traveler's any-tool, wayfinder, alchemist's lab, animal glue, backpack, bandolier, bedroll, bell tripwire trap, blanket, blotter, canteen, chalk, chewing stick, climber's kit, comb, diamond dust (200 gp), earplugs, familiar satchel, fishhook (2), flint and steel, grappling bolt, hairbrush, inkpen, knife for cutting quills into pens, masterwork tool (3), mess kit, mirror, nail file, pen nibs, pigment for making ink, ruler (small), scissors, scroll case, silk rope (50 ft.), smoked goggles, soap, speed sheath, speed sheath, spell component pouch, spellbook (3), sponge, string or twine, holy symbol (100gp), tooth powder, vial (2), waterproof bag, weapon cord (3).

Spells in Spellbook:
Level 0:
Spoiler:
All level 0 spells

Level 1:
Spoiler:
Air Bubble
Alarm
Ant Haul
Anticipate Peril
Chill Touch
Color Spray
Comprehend Languages
Crafter's Fortune
Detect Secret Doors
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Face of the Devourer
Feather Fall
Gravity Bow
Grease
Heightened Awareness
Illusion of Calm
Jump
Liberating Command
Line in the Sand
Long Arm
Lucky Number
Mage Armor
Magic Missile
Magic Weapon
Monkey Fish
Mount
Obscuring Mist
Protection from Evil
Protection from Good
Ray of Enfeeblement
Rite of Centered Mind
Shield
Silent Image
Stone Fist
Touch of Gracelessness
Touch of the Sea
True Strike
Unseen Servant
Vanish

Level 2:
Spoiler:
Acid Arrow
Alter Self
Barkskin
Bear's Endurance
Blur
Bull's Strength
Cat's Grace
Continual Flame
Darkvision
Delay Poison
Detect Thoughts
Eagle's Spelndor
Endure Elements, Communal
Eroding Ray
False Life
Fox's Cunning
Glitterdust
Invisibility
Knock
Locate Object
Mirror Image
Owl's Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
See Invisibility
Spider Climb

Level 3:
Spoiler:
Ablative Barrier
Clay Skin
Dispel Magic
Displacement
Fly
Gaseous Form
Haste
Heart of the Metal
Heroism
Magic Circle vs Evil
Magic Weapon, Greater
Monstrous Physique I
Phantom Steed
Protection from Energy
Resist Energy, Communal
Reversion, Minor
Stunning Barrier, Greater
Tongues
Versatile Weapon
Water Breathing

Level 4:
Spoiler:
Black Tentacles
Calcific Touch
Dimension Door
Greater Invisibility
Mnemonic Enhancer
Protection from Energy, Communal
Remove Curse
Shadowform

Level 5:
Spoiler:
Acid Spray
Angelic Aspect
Beast Shape III
Break Enchantment
Life Bubble
Monstrous Physique III
Overland Flight
Telepathic Bond
Wall of Stone
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Augment (+2 ability or +2 AC, 3 rounds, 7/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Aura of Good (Ex) You emit an aura of good.
Bond Breaker (Liberty's Edge) Once per adventure can either: Cast shatter as a spell like ability with a DC of 15; Or deal 1d10 additional damage on next attack vs a creature or object with hardness (if attack has x3 or x4 crit multiplier then extra damage increases to 2d10 or 3d10 respectively).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Emancipator (Liberty's Edge) When an ally who Farrokh can see makes an escape artist check to escape a grapple or a save to vs charm or compulsion, they can treat a roll of 10 or less as a roll of 11. Each creature can benefit from this only once per adventure.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Enhancement Associated School: Transmutation
Evocation You must spend 2 slots to cast spells from the Evocation school.
False Focus You can use a divine focus to cast arcane spells.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Halcyon Magic Add druid spells to arcane casting class (barkskin, delay poison).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orator (Liberty's Edge) Once per adventure before rolling a skill check to convince an NPC to cooperate with him, Farrokh can add a +4 to the roll (or +8 if it is to get the NPC to participate in an uprising).
Perfection of Self +4 (8 rounds/day) (Su) At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.
Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Mastery (Dimension Door, Monstrous Physique III, Invisibility, Knock) You can prepare the chosen spells without a spellbook.
Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells.
Virtuous Spells Cast good descriptor spells at +1 caster level.